I'm a non-dev but anyway here's what I read about the optimizations on the TODO list:
* Vertex Loaders
* JIT
* Texture Loading
* OpenAL Sound Out [hyperiris, ]

Vertex Loaders I read is what causes massive slowdown in Metroid Prime, games that uses these a lot would gain a lot from optimizing this I guess. Improving texture loading gave a 20-40% speed increase two months back, don't know how much potential is left. JIT is the new core that should be faster but many find that it isn't, also it's more buggy. But in the end it when it's fixed things should be faster. OpenAL I haven't even tried but apparently it has room for improvement.

The biggest potensial probably lies in frame-skipping. Basically it cut the number of frames drawn per second to either 1/2, 1/3 etc. So a game that should run in 60 FPS but only runs in 40 and is therefore slow, can be cut down to 30 FPS and run in full speed. Most emulators have this feature, hopefully Dolphin will get it too one day.

What I don't understand is why the dolphin dev's havn't thought about a frame limiter as well. For example, I mainly play Timesplitters 2 with dolphin, it runs at normal speed most of the time, but when in a small room, the frame rates can jump up to 70-80 fps. Which of course makes it much faster than what it's suppose to be, causing me to crash and burn on challenges such as the third challenge of "glass smash" while in the cathedral, or the first and third challenge of "behead the undead". I'm pretty sure there are others out there that are stuck in the same boat as me for games like paper mario and such.

(05-01-2009, 05:26 AM)Lwrabbit420 Wrote: What I don't understand is why the dolphin dev's havn't thought about a frame limiter as well. For example, I mainly play Timesplitters 2 with dolphin, it runs at normal speed most of the time, but when in a small room, the frame rates can jump up to 70-80 fps. Which of course makes it much faster than what it's suppose to be, causing me to crash and burn on challenges such as the third challenge of "glass smash" while in the cathedral, or the first and third challenge of "behead the undead". I'm pretty sure there are others out there that are stuck in the same boat as me for games like paper mario and such.

maybe wimote emulation can support joystik buttons. (now is only keyboard)
a option to make virtual wimote be standing in vertical position (for mario ball stages)
and the another position too, In front of the monitor and Side by side
on njoy/360pad plugins, There should be an option to invert joystik axises.

hotkeys to up and down frameskip, take a sceenshot, pause, etc............